Changing survivor perks so we can have more diversed and different builds
This is not happening: now also works while being healthy. Bonus from 30% to 20%.
Technician: if you are alone in a gen the repairing noises are completely silent. Prevents explosion when failing skillchecks and the gen loses 5% instead of 10%.
Corrective action (new version): when repairing/healing with teammates, their failed skillchecks become good ones. Each time you hit a great skillcheck gain a token, lose tokens to turn teammate good skillchecks into great ones. Teammates are notified of this perk.
Hyperfocus: reduce extra skillcheck rotation speed by stack from 4% to 2%.
Stake out: time to gain tokens from 15s to 10s. Extra bonus from healing skillchecks is now 3% (was 1%).
Boil over: no longer gives extra wiggle progression when falling from heights, now reduces the killer speed by 0,3m/s.
Camaraderie (new version): if you are hooked and there is no teammates within 40m, the hook timer pauses for 25s. They are notified of this perk. Activates in both hook phases.
Deliverance: notifies teammates when having it active.
Babysitter: duration from 8s to 12s.
Breakdown: duration from 3 min to 5 min. Note = is only 2 hooks so is not that insane
Borrowed time: now the unhooker gains 10% Haste for 10s.
Reassurance: activation range from 6m to 10m and duration from 30s to 40s.
Breakout: reduce bonus from 25% to 20%, but increase Haste from 7% to 15% and range from 5m to 8m. The Haste lasts 5s once you leave.
Power struggle: stun from 3s to 5s, but now can only be used once.
Decisive strike: remove skillcheck, activates instantly. Increase stun duration from 3s to 5s.
Wake up: now you are also immune to the blindness effect and can see the exit gates switches progress by the intensity of their auras.
Vigil: now all teammates on the map (without vigil) are given a 20% effect from the perk.
Left behind: now you can open hatch without a key.
Sole survivor: stackable range from 24m to 30m and now you also gain +2% Haste with each token.
No one left behind: healing and unhooking bonus speed from 50% to 100%. Now all survivors see each other aura, not only you.
Fast track: bonus for each token from 1% to 2%.
Red herring (new version): while repairing press X button to activate it. Now at anytime, press the same button to make a loud noise notification at the gen and create fake repairing noises for 20s. (60s cooldown)
Diversion (new version): now it has a normal 60s cooldown (no terror radius requirement). Initial cooldown at the start of the match.
Deception: duration from 3s to 4s and now also hides pools of blood for the duration.
Self-preservation: range from 16m to 20m. Now also activates when teammates are hooked within range.
Dance with me: cooldown from 40s to 30s and now also hides pools of blood for the duration.
Poised: now also makes your footsteps and fast vaults completely silent. Being more than 40m away from the killer when it activates, makes it last 10s more.
Parental guidance: now also activates for 2s when blinding the killer.
Light-footed: remove cooldown.
Cut loose: duration from 6s to 10s and cooldown from 45s to 60s.
Calm spirit (new version): prevents crows from flying of by you, supresses the urge to scream. Gain +10% repair, healing, sabotaging, cleansing and unlocking speed inside the terror radius.
Small game (new version): now see totems aura in a 10m radius and you cleanse them silently. You gain tokens everytime a totem on the map is cleansed.
Plunderer's instinct: now you also unlock chests silently.
Pharmacy (new version): you unlock 100% faster and the first chest guarantees a Ranger medkit. Increases the efficiency of medkits found in chests by 75%.
Appraisal: tokens from 3 to 4 and now you can rummage chests 2 times. Opened chests within 36m are highlighted in white. Broken/dull key, green map and brown toolbox won't appear when rummaging.
Ace in the hole: the second add-on can also be green raritie or lower and increase chances to gain it from 50% to 100%. Spawns 1 extra chest on the map.
Counterforce: now the perk increases your cleansing and bleesing speed by +40%, bleesing also reveals the furthest totem aura and increase duration from 4s to 8s.
Overzealous: now you loose the effect when you get hooked, not when loosing a healthstate.
Aftercare: when being hooked you only loose 2 teammates aura instead of 3.
Built to last: time spend in lockers from 12s to 12s/9s/6s.
Streetwise: from 25% to 33% and now all teammates on the map (without streetwise) are also given the bonus.
Residual manifest: duration from 30s to 45s. You start the trial with a yellow flashlight if you don't bring one yourself.
Leader: radius from 8m to 16m. Now also affects blessing.
Any means necessary: the pick up pallet time is just 2s when being more than 16m away from the killer.
Autodidact (new version): you start with a -10% penalty and each token grants you +15% bonus, up to a maximum 3 tokens. Final bonus = +35%
Repressed alliance: now the gen is blocked the moment it is kicked.
Potential energy: time to activate it from 8s to 3s. Now cancelling the action of storing energy will allow you to repair the gen normally again and keep the tokens. You no longer lose tokens when loosing a healthstate.
Quick gambit: range from 36m to 128m, but reduce bonus from 8% to 5%.
Premonition: range from 36m to 30m and cooldown from 30s to 25s.
Spine chill: increase the bonus when the killer has clear line of sight from 6% to 12% and remove the 0,5s delay.
Inner focus (new version): now is a boon. While being inside, whenever the killer takes away a survivor health state, gets stunned by any means or enters the boon radius, it's aura is revealed for 10s.
Object of obsession (new version): remove the Obsession part. Now all the effects from the perk function no matter if you aren't the obssession or there's more than one Object of obsession in the match. Bonus from 6% to 9%.
Scene partner: duration from 5s to 7s and now all teammates see it.
Fogwise: duration from 6s to 8s.
Dark sense: now each time a gen is completed you get a token, when the perk activates you lose a token. Note = no longer loses uses if multiple gens are completed quickly
Wiretap: duration from 120s to 60s and percentage to activate it from 50% to 33%. Now works with "Open handed".
Blast mine: no longer disappears after 120s.
Chemical trap: percentage to activate it from 50% to 40% and Hindered from 50% to 25%. The trap no longer disappears and now you can also put it on upright pallets.
Flashbang: now to craft it press X button while crouching for 3s. Percentage to activate it from 50% to 40%.
Rookie spirit (new version): you can see the aura of regressing and blocked gens in white (remove the skillchecks requirement).
Background player: duration from 4s to 6s, but reduce exhaustion from 40s to 20s and the Haste bonus from +100% to +25%. Note = survivors only use the perk for pallets and flashlights saves, a less annoying way to use it would be to quickly travel the map to reach a teammate in need
Blood rush: no longer makes you lose a healthstate and suffer the broken effect for 20s. Note = now can be used while injured
Tenacity: extra crawling speed from 50% to 100%. Remove the grunts of pain reduction.
Urban evasion: now it also reduces grunts of pain noises when crouching by 25%.
Buckle up (new version): you gain the ability to pick up downed survivors and put them on your shoulder, while carrying a survivor you run at 3m/s and the teammate can recover himself. Note = a lot of people say "For the people" is very strong, but that is only because of "Made for this" and "Buckle up".
Better together: now the effect (seeing all survivors auras for 10s when a teammate is downed) activates at any time, not only when repairing a gen.
Visionary: radius from 32m to 40m. Remove the cooldown.
Windows of opportunity: range from 32m to 28m.
Detective hunch: duration from 10s to 14s.
Illumination: radius from 24m to 32m (only for this boon effect) and now also reveals the aura of teammates outside the radius.
Exponential: now also allows to recover while crawling.
Dark theory: Haste from 2% to 3% and duration once outside from 4s to 8s.
Mettle of man (new version): when performing a protection hit (whether you get injured or go down), all allies within 12m gain 15% Haste for 10s.
Hope (new version): each time a gen is repaired, gain 5% Haste for 15s. Being outside a chase when it activates, makes it last 15s more. Note = after 5 gens you can be dead or not being in danger
Power of two (new version): whenever a teammate is within 16m from you, both of you gain 3% Haste.
Made for this (new version): while being injured you gain 2% Haste. Doesn't work while exhausted.
Better than new: bonus from 16% to 33% and now also gives +2% Haste. Getting injured removes all the effects.
Blood pact (new version): you and the obssesion see each other aura all the time. If one is healing the other and the action gets completed or stopped, both gain a 7% Haste for 15s.
Emphatic connection: bonus from 10% to 25%. Now after healing teammates, you both see the killer aura for 10s.
Bite the bullet: now it also gives immunity to Haemorrhage and +20% chance of triggering skillchecks while healing.
Solidarity: percentage you take back from 50% to 75%. Now teammates are notified of this perk.
Self-care (new version): you can heal yourself in 24s. This perk activates by performing a safe unhook or healing another survivor. Once healed, self-care deactivates.
Desperate measures: increase the unhooking (not healing) speed for each ... survivor in the trial from 14% to 20%. Total bonus = 80% unhooking speed.
Comments
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Makes you realize how many useless/niche/outdated perks we have! Thank you for taking your time to do this and share it. I'm all for these perks getting some love!
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